Single-Player Maps High Scores and Strategy

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Postby Dragon Fogel » Fri Jan 25, 2008 1:04 pm

T33: Missile - 5 days - 407

Speed 150, Power 114, Technique 143.

I guess 5 days is the 150 Speed limit here. 150 for Speed and Technique is probably doable, don't know about Power though.

I think I'll work on filling the rest of the gaps in the map before I try T34.
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Postby Tsuruya » Fri Jan 25, 2008 1:14 pm

T15 341 S-Rank for Jay Islands in 52 Days, (S113,P113,T115)
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Postby Dragon Fogel » Fri Jan 25, 2008 1:19 pm

I don't have that unlocked yet. Do you remember if you got that from beating D-Island, or Fragment Isles?

Also - 52 days? And you *still* got a decent S-Rank? O_o
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Postby DTaeKim » Fri Jan 25, 2008 2:09 pm

Finding time limits is going to be difficult. We may need to enlist some hacker help.

You get it by completing D-Island.
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Postby Dragon Fogel » Fri Jan 25, 2008 2:20 pm

Guess I'll do D-Island next, then. Any advice there? I tried it a few times before, but couldn't quite pull it off - maybe I was just trying too hard for an HQ capture.
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Postby DTaeKim » Fri Jan 25, 2008 2:24 pm

Capture all of the properties to your east. You can pummel Tasha with Artillery and Anti-Tank units. Load Isabella into an Infantry. You need her bonus more, and you can use her COP when necessary.
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Postby Tsuruya » Fri Jan 25, 2008 2:31 pm

huh? I unlocked it with Pentagram

I guess theres more than one way to unlock Trials
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Postby Dragon Fogel » Fri Jan 25, 2008 3:10 pm

GipFace and I unlocked Star Islands in different ways, so apparently, yeah.

It'd be really complicated to figure out all the ways to unlock Trial Maps, unless the hackers can find that out.

Anyways:

T8: D-Island - 19 days - 311

105 Speed, 101 Power, 105 Technique.

Not great, but not too bad either. Only two maps left for me to unlock now.
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Postby GipFace » Fri Jan 25, 2008 3:11 pm

T8 - D-Island
14/329
Speed 130
Power 81
Technique 118

Built a bunch of rockets with tanks as meatshields, then saved up for Isabella's CO power so that my infantry could move 5 spaces in for the capture.

Mass indirects = crappy power. Don't do what I did. That's a terrible S-rank. Oh well, it does beat DTaeKim's score by a ton :P
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Postby Dragon Fogel » Fri Jan 25, 2008 3:25 pm

T9: Hourglass Island - 9 days - 327

118 Speed, 97 Power, 112 Technique.

You get a base, they don't. The missile silo doesn't hurt, either. Still, I could probably have done this a couple of days faster.

Oh, in case anybody missed it, D-Island also unlocks this map. And beating this map unlocks T16: Pentagram.

I just have T22 left to unlock now. I've already beaten Duo Falls without unlocking it, so that leaves Jay Islands and Metro Map.

Tsuruya, did you unlock T22 after Jay Islands?
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Postby GipFace » Fri Jan 25, 2008 3:37 pm

T11 - Star Islands
9/410 MAX SCORE
Speed 110
Power 150
Technique 150

Oh Intelligent Systems, why must you taunt us so? Why must you pull an AW1 AC and give us speed limits that are absolutely impossible?

Day 1 - S base infantry
Day 2 - Infantry 1W, cap
Day 3 - Finish cap
Day 4 - Move infantry aside, build t-copter, N base flare
Day 5 - Load t-copter and move E, flare 1N, build b-copter
Day 6 - T-copter E, attach Penny to b-copter and move E
Day 7 - Fire flare at own HQ, destroy t-copter with b-copter, drop off infantry at enemy HQ
Day 8 - Attack infantry with b-copter, start capping
Day 9 - Destroy infantry with b-copter, finish capping

Now why didn't you guys think of this? :wink:
Last edited by GipFace on Fri Jan 25, 2008 3:40 pm, edited 1 time in total.
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Postby Dragon Fogel » Fri Jan 25, 2008 3:38 pm

T16: Pentagram - 9 days - 359

125 Speed, 101 Power, 133 Technique.

Take the airport, build B-Copters, not much more to it than that. I'm sure I could do better here, but I'll move on for now.
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Postby GipFace » Fri Jan 25, 2008 3:52 pm

By the way, once max scores have been attained for each map, you should close off that map's ranking for good. I mean, what's the point of listing five people who have 450ed T3? The first person who gets the max score should be awarded.
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Postby Treedweller » Fri Jan 25, 2008 4:06 pm

Who cares? It's nothing more than internet bragging rights, and the person who completes it first is still listed first.
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Postby GipFace » Fri Jan 25, 2008 4:12 pm

The listing is there so that people can view the overall map status and attempt to improve the current record. The maps which have been max scored should be moved to the bottom of the list with only the person who first did it in order to reduce clutter.

Keep in mind that only HQ rush maps have been max scored because no one knows how power and technique is tallied. They're more like puzzles instead of showcasing actual tactical skill. Since most of the max score solutions have a day-by-day walkthrough, it pretty much means that subsequent max scores may be achieved by only looking at the solution. That shouldn't be awarded a place on the list.
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Postby DTaeKim » Fri Jan 25, 2008 4:26 pm

GipFace wrote:T11 - Star Islands
9/410 MAX SCORE
Speed 110
Power 150
Technique 150

Oh Intelligent Systems, why must you taunt us so? Why must you pull an AW1 AC and give us speed limits that are absolutely impossible?

Day 1 - S base infantry
Day 2 - Infantry 1W, cap
Day 3 - Finish cap
Day 4 - Move infantry aside, build t-copter, N base flare
Day 5 - Load t-copter and move E, flare 1N, build b-copter
Day 6 - T-copter E, attach Penny to b-copter and move E
Day 7 - Fire flare at own HQ, destroy t-copter with b-copter, drop off infantry at enemy HQ
Day 8 - Attack infantry with b-copter, start capping
Day 9 - Destroy infantry with b-copter, finish capping

Now why didn't you guys think of this? :wink:


I suspected 410 would be the perfect score on that map, but I couldn't figure out how to manage the power score. I'll add your strategy to my guide.
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Postby Dragon Fogel » Fri Jan 25, 2008 4:43 pm

T23: Metro Map - 30 days - 234

100 Speed, 62 Power, 72 Technique

Tank spam while using bikes and infantry to take properties at every opportunity. Eventually you get a funding advantage and can smash the AI to shreds.

A better strategy is clearly needed.

This map unlocks T22: Peril Maze. I now have all the Trial Maps unlocked.
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Postby GipFace » Fri Jan 25, 2008 4:55 pm

Excellent job! I still have some gaps to fill myself, since I'm rather slow at deciding what to do each turn.
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Postby Dragon Fogel » Fri Jan 25, 2008 4:55 pm

Full map list, so DTK can fill out the scoreboard:

T1 - Extreme Edge

T2 - Shade Coast

T3 - Feline Basin

T4 - Metro Island

T5 - Eerie Lake

T6 - Clear Island

T7 - Tatter River

T8 - D-Island

T9 - Hourglass

T10 - Blade Isles

T11 - Star Islands

T12 - Intricate Map

T13 - V for Victory!

T14 - Fragment Isles

T15 - Jay Islands

T16 - Pentagram

T17 - Coast Assault

T18 - Cat Island

T19 - Ground Clash

T20 - Slime Cove

T21 - Duo Falls

T22 - Peril Maze

T23 - Metro Map

T24 - Wedding Ring

T25 - Land's End

T26 - Bounty River

T27 - Time Map

T28 - Plasma Bubble

T29 - Triangle Lake

T30 - Destiny Ocean

T31 - Comb Map

T32 - Resistance

T33 - Missile

T34 - Web River

T35 - Center River

T36 - Mountain Pass

T37 - Fire & Water

T38 - Whirl Peaks
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Postby GipFace » Fri Jan 25, 2008 8:14 pm

T37 has been perfected! A big thank you to Astrohawke18 from GameFAQs who made two tweaks that get the 450. His tweaks are in bold.

T37 - Fire and Water
6/450 (Another 450!)

Day 1 - NE base infantry, SW base bike
Day 2 - Infantry toward HQ, bike SE, NE base mech
Day 3 - Infantry toward HQ, bike SE, mech SE, SW base antiair
Day 4 - Infantry toward HQ, bike E (reveal capping infantry), antiair SE, mech SE, NE base mech
Day 5 - Begin HQ cap, healthy mech SE, damaged mech 1N, bike 1W, antiair to where bike was and destroy infantry
Begin Day 6
SAVE if the center infantry is at 7HP
Day 6 - Healthy mech attacks infantry. This is for 65%, so if you cannot kill it in one shot, reload! After you do that, don't move the antiair or bike and finish capping.
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Postby DTaeKim » Sat Jan 26, 2008 12:53 am

T1 - Extreme Edge - MAXED

8 Days - 420 pts - 120 Speed, 150 Power/Technique

Another imperfect maximum score.

Day 1:

- Build Infantry in western base.
- Build Infantry in eastern base.

Day 2:

- Move western Infantry 2E.
- Move eastern Infantry 2W.
- Build T-copter in airport.

Day 3:

- Move T-copter 2W.
- Load western Infantry into T-copter.
- Move eastern Infantry 2W.
- Build T-copter in airport.

Day 4:

- Load Infantry into T-copter.
- Move western T-copter 6N.
- Move remaining T-copter 5N 1W.
- Build B-copter in airport.

Day 5:

- Move western T-copter 6N.
- Move remaining T-copter 6N.
- Load Lin into B-copter and move B-copter 5N 1E.

Day 6:

- Move wounded T-copter 1E 1N and drop Infantry east.
- Move remaining T-copter 3N and drop Infantry east.
- Move Lin/B-copter 6N.

Day 7:

- Begin capturing Waylon's HQ.
- Move Lin/B-copter 3E 3N and destroy enemy T-copter from the west.
- Build Missiles in eastern base.

Day 8:

- Destroy enemy T-copter with Missiles.
- Finish capturing Waylon's HQ.
Last edited by DTaeKim on Sat Jan 26, 2008 6:00 am, edited 1 time in total.
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Postby Dragon Fogel » Sat Jan 26, 2008 2:36 am

Okay, I just ran through all the current Max Score guides I hadn't already done, and they all work.

There were some issues with DTK's - I presume the first B-Copter movement is supposed to be "1E 5N", as 1N 5E is impossible; also, I couldn't follow the other directions for it afterwards due to the enemy movement. And both T-Copters got damaged, so "Move damaged T-Copter" didn't apply. However, none of that prevented me from getting the score, so it's not a big deal.
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Postby Dragon Fogel » Sat Jan 26, 2008 3:23 am

Just for fun, I did Destiny Ocean in Free Play with Caulder.

7-day win. You can probably guess how. =P
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Postby Dragon Fogel » Sat Jan 26, 2008 3:43 am

T30: Destiny Ocean - 8 days - 443

Only short on Technique. If I can find a way to stop the sub from destroying the lander, maybe a 450 is possible. I'll take a shot at that.

This takes luck. Here's the strategy.

Day 1: Infantry.
Day 2: Move infantry two east. Build bike and lander.
Day 3: Begin capturing Lin's city. Move lander 1E, 1S of east port. Move bike towards lander. Build anti-air.
Day 4: Finish capturing city. Load Greyfield into anti-air. Load bike and anti-air into lander. Move lander 1N, 5E. Save.
Lin must build a mech.
Day 5: Move lander toward Lin's HQ. Save.
Lin must build a mech and a sub. Try building a tank to see if that gets the second mech.
Day 6: Drop off with bike in range of HQ.
Day 7: Begin capture. Destroy nearest mech with anti-air from north.
Day 8: Finish capture.

It may take quite some reloading to get the mechs built on Days 4 and 5, but if Lin builds anything else, you wind up getting screwed.
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Postby Dragon Fogel » Sat Jan 26, 2008 4:58 am

Okay, I tried an alternate method for T30, and lost no units, but *still* got 443.

-Instead of loading Greyfield into the anti-air, build a gunboat and load him into that next turn.
-Move the gunboat towards the HQ, keeping the lander in the zone. (The southwest beach is the best spot, it seems.) The sub should attack the gunboat first. Then, move the gunboat west and move the lander west to block it, with only one square the lander can be attacked from.
-Build a recon on Day 5. It seems that building another vehicle is necessary to make Lin build a mech over a bike.
-Save before attacking the mech on Day 7 to ensure you destroy it in one hit.

It might be possible that the remaining mech will randomly decide not to attack the anti-air, which *might* raise Technique slightly, but I don't feel like trying this map again right now.

Edit: That tears it, I'm waiting until the Technique formula is figured out. I can't seem to break 143 Technique no matter how much I mess around.
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Postby GipFace » Sat Jan 26, 2008 6:02 am

Technique is also lowered if you make too many units. Therefore, you probably need to make one less unit to get the perfect technique score.

DTK's DTD for Extreme Edge has a couple of errors, but the two t-copter trick did work (I only used one). 8/420 for me as well.
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Postby Dragon Fogel » Sat Jan 26, 2008 6:21 am

Building one less unit is going to be a problem. In my experience, Lin builds a bike instead of the second mech if I don't build another vehicle - although, given how often she winds up building a Wartank and Gunboat instead, I suppose it could be possible.

Also, I built one *more* unit without Technique dropping further with a different method, so I'm not sure if that's it either.
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Postby Dragon Fogel » Sat Jan 26, 2008 6:54 am

Success!

T30: Destiny Ocean - 8 days - 450

Building one less unit did the trick. I figured out how to pull off the capture with Lin building a bike and sub, so I didn't have to build another unit to get a mech built instead.

Day 1: Build infantry.
Day 2: Move infantry 2E. Build bike and lander in E port.
Day 3: Begin capturing Lin's city with infantry. Move lander 1E 1S. Move bike 1W 3N. Build anti-air.
Day 4: Finish capturing Lin's city. Load Greyfield into anti-air. Load bike and anti-air into lander. Move lander 1N 5E. Save.
From now on, build nothing or you will lose Technique.
Lin must build a mech today.
Day 5: Save if the mech was built. Move lander 6 spaces towards Lin's HQ.
Lin must build a sub and bike.
Day 6: Move lander to beach 2S 2W of Lin's HQ. Drop bike south, anti-air north.
Day 7: Move anti-air north of enemy bike and attack to destroy it. Begin capturing HQ.
Day 8: Finish capturing the HQ. You can destroy the mech or infantry with the anti-air first if you like.
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Postby Delta_Angelfire » Sat Jan 26, 2008 6:58 am

Hey, I didn't even know this forum existed. looks like a fun place. Here's one from me, just grabbed this from the guide i was making on GameFAQs. It's not precise though about days...

++++++++++
T 19 - Ground Clash #
++++++++++
Day 1-3: Send one of your landers to the far left. Send your bomber all the way to the right edge. Build a Tcopter and load one of your many infantry on to it. Nothing else need to move. On day 3, build a Bomber and load your CO onto it next turn. Send all aerial units up the right side and start picking off infantry.
Day 4-6: Have your western lander "tease" the enemy rocket by always staying just out of range, keeping it occupied. Have all your aerial units go straight around the eastern border up to the top. Watch the enemy missiles' ranges closely. Your main objective is to take out the two rockets. If you don't have a clean shot, pick off an unprotected infantry (or Gunboat if you're lucky). Make sure your copter is never vulnerable to more than one infantry.
Day 7-9: Enemy gunboats should be approaching your base. Spread out your infantry so the enemy has somewhere to land and drop off their cargo. Then it's easy to pick off the lone enemy infantry units that step off. After that, have your lander run somewhere safe (like the right corner or the ports). Have your western lander continue to tease the enemy. You should have gotten at least one rocket by now. Have your first bomber pick off enemy infantry and mechs that could reach the HQ, and then protect the west flank from the enemy recon. Have Waylon wail on (sorry -.-;;) the last rocket, even if he has to get shot down doing it. Use your T copter to protect your infantry (if necessary) as it captures enemy HQ. HQ should be finished on day 9.

S-125 P-150 T-150 *425 S-Rank*

*edit - actually took less time then what I first posted... fixed that.
Last edited by Delta_Angelfire on Sat Jan 26, 2008 9:51 am, edited 2 times in total.
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Postby GipFace » Sat Jan 26, 2008 7:04 am

I can't get Lin to build the stupid mech on day 4. It's always infantry and I've loaded about 50 times. I give up, it's your 450, man. :x
Last edited by GipFace on Sat Jan 26, 2008 7:55 am, edited 1 time in total.
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Postby Delta_Angelfire » Sat Jan 26, 2008 7:11 am

I tried that one too. why won't she build the mech for me either? T_T

Ah well, on another note I've also got another perfect for T37... no saving required :-)
++++++++++
T 37 - Fire and Water !
++++++++++
Day 1 - Build infantry at north base.
Day 2 - Build AA at west base. Infantry n2
Day 3 - AA as far north as possible, then turn east. Infantry n1e2, capture city. Build Flare at west base
Day 4 - AA East to furthest possible unoccupied city. Infantry finish capture. Flare south and east.
Day 5 - AA decimate nearby Infantry. Infantry head for enemy HQ. Flare move east to forest.
Day 6 - AA head back to unoccupied city to hide. Infantry Begin HQ capture. Flare stay put.
Day 7 - Finish HQ capture
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Postby Dragon Fogel » Sat Jan 26, 2008 7:28 am

You guys don't even know the fun you're missing out on waiting for her not to build a war tank and gunboat on Day 5. >_<
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Postby Sven » Sat Jan 26, 2008 7:33 am

fogel you bastard

i'm almost tempted to clear campaign and beat all these trial maps just so you have no excuse not to join online
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Postby DTaeKim » Sat Jan 26, 2008 7:44 am

Jay Islands - 70 days - 316 points

I remember getting a 95 on Speed.

I corrected one error, but where are the other errors in my guide? I'd like to correct it as soon as possible.
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Postby Sven » Sat Jan 26, 2008 7:46 am

70 DAYS

jesus christ what is that map?
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Postby Dragon Fogel » Sat Jan 26, 2008 7:50 am

It was probably just random variation in enemy movement, but I couldn't move the B-Copter 6N on Day 6 because there was an enemy transport in the way. I just improvised, though - it isn't a major issue.

Also, both T-Copters got attacked for me, so the "wounded" designation wasn't really useful. I could tell what you meant, though.

Incidentally, I just did T35 again and got up to 443 in 5 days. Delta_Angelfire mentioned getting a perfect score on that one in the GameFAQs S-Rank thread, though.
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Postby GipFace » Sat Jan 26, 2008 8:04 am

T4 Metro Island is a bitch because you can't rush with recons a la AW1.

The best opening for that one is day 1 infantry, then day 2 war tank, day 3 tank+infantry. Attach Will to the war tank and move up. Brenner eventually makes a tank and charges your war tank. You'll kill it on the next turn, then he moves his arty up along with an infantry meatshield. No matter, Will OHKOs the infantry even at 8HP, then your tank can come in and smash the arty. When the arty fires back, it'll do only 1HP damage to your war tank. After that, destroy the arty and it's simply a loooong push towards the HQ. Brenner makes all sorts of hard-to-kill stuff like an attached war tank, an md tank, and an antitank. Yeesh.

I'm just trying to refine my endgame before I post my score. See if I can squeeze another day faster. I'm pretty sure <15 days is possible.

(EDIT: had incorrect name)
Last edited by GipFace on Sat Jan 26, 2008 8:22 am, edited 1 time in total.
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Postby Dragon Fogel » Sat Jan 26, 2008 8:10 am

...um, what map are you talking about there? Metro Map is no CO vs. no CO.

Edit: Okay, after a quick look, I think you mean T4: Metro Island.
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Postby GipFace » Sat Jan 26, 2008 8:22 am

Oops mybad.
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Postby DTaeKim » Sat Jan 26, 2008 8:32 am

Sven, it's an old Vs. map from the old AW games.

Occasionally, Dragon Fogel, a T-copter gets in the way of your B-copter. Since the goal of the B-copter is to move north, it isn't that much of a roadblock, but it may impact the T-copter coming for your HQ later.

As for both T-copters getting wounded, that's the first I've heard of it, and I tested my strategy a bit before posting it. It seems to be a recurring pattern. Every time I post a strategy, Dragon Fogel gets the worst case scenario.

I confirmed the Destiny Ocean strategy. Only took me two tries to get it to work. By the way, I suggest NOT saving. If you save, it seems to set the AI on its build order, and moving your units beforehand doesn't seem to change it whatsoever.
Last edited by DTaeKim on Sat Jan 26, 2008 8:38 am, edited 1 time in total.
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